Concept Edit

The world a game takes place in can be just as important as the characters or story. This importance of the game world is not only based on the lore of the world or the design of it, but also on the size or apparent size of the world. In certain genres which include an open-world or exploration element, such as adventure games or RPGs, this visual of having a larger world that the story takes place in can enhance player immersion and suspension of disbelief. This can be true even if the player is blocked from exploring certain areas of the world.

Level designs which block the player from exploring or, at least, viewing the larger game world can reduce player immersion in the story of the game as this in-game barrier blocks the player from connecting with the world on a sensory level.

Examples Edit

Tales of Xillia is a JRPG focused on traveling around the game world to find a solution to the over-arching conflict affecting the survival of the planet and its residents. Given the nature focused themes of the game as well as the open-world exploration encouraged by many previous iterations in the Tales of series, having a connection with the game world the player is working to save would be an important aspect to player immersion in the story.


However, the vast majority of the outdoor areas of the game are closed off canyons (see image). This level design closes the player off from the world by denying them access to it both physically and visually. Additionally, no explanation is ever given to the player as to why there are so many canyons and gullys in the world, as the overhead map the player can use to fast travel between locations shows shows none of these geographic features.

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